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RE: Fire Control lock-on

From: Doug Evans <devans@n...>
Date: Fri, 24 Jun 2005 10:53:11 -0500
Subject: RE: Fire Control lock-on

Whoops, said this before seeing Jon's comments. Pretty much hushes me
up.

The_Beast

owner-gzg-l@lists.CSUA.Berkeley.EDU wrote on 06/23/2005 04:25:18 PM:

> Some quick thoughts....
>
> The idea of maintaining a lock unless the target tries to
> break it is a good
> idea.  As mentioned keeps the "target" involved in the
> current phase.
>
> Making the lock on roll start at 1+ is a good way to keep
> things simple.
>
> These 2 items together will cut down drasticly on the
> number of times you
> have to check for lock on as once things get really
> intense the only ppl
> trying to break lock on will be those ships attempting to
> disengage from the
> area due to combat attrition.
>
> Should salvo missiles need to make a lock on as well?  IF
> so how will that
> be handled?  Roll a D6, subtract the targets lock-on
> modifier and that is
> the number of missiles landed?  Targets with no evasion
> modifiers are
> handled exaclty the same as before.
>
> Should ships be able to "share" lock on data?  If ship A
> knows where the
> target is can he tell ship B in the same fleet?  All ships
> in the same
> squadron?  You could use command structure to limit this.
> Flag ships should
> be good for something I suppose other than big targets.
> Would also make
> squadrons of small ships with limited FCs not so screwed
> by the the change.
>
> Most of the ideas bounced around here appear to only
> really get dicey for
> lock ons at the long to medium range category and even
> then if I throw all 5
> FCs at a target from my BB the target is going to have to
> be doing some
> major stuff to hide from me.	I think it will give just
> enough to make
> things interesting but not overshadow or drasticly change
> the rest of the
> game.
>
> That Chuk Guy

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